Workshop (Personal Reality) 100: Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.
Access Key (Personal Reality) Free: This is a special key which lets you access your Personal Reality and its contents. When inserted into any lock on any door, the door opens to reveal a gateway into your Reality at a predetermined location within it. You are the only person who can take the key from the lock, the gateway remains open as long as the key is in the lock, and if key is ever lost or stolen you will find it in your pocket a few minutes later. You cannot close the door as long as you are inside the Personal Reality.
Entrance Hall (Personal Reality) Free: This is the room your Access Key opens a door to. It starts off as a 5 meter cube with blank white walls, floor, and ceiling, as some doors, one leading to the current Host Reality, the other into your Cosmic Warehouse, with additional doors leading to other extensions as these get added to your Personal Reality. Feel free to customize this Entrance Hall as you see fit. Additional Halls can, at your discretion, be linked only to certain keys or only to certain extensions. This allows you to have an entry hall just for skiing if you want.
Laboratorium (Warhammer 40,000: Light of Terra DLC 3 - A Grand Day Out) 100: Ancient cogitators, arrays of auspex systems, and volume upon volume of documentation supply an Adept with the tools and information necessary to capably analyse a recovered technological artefact.
Micromanipulators (A Certain Scientific Railgun) 50: These rather delicate gloves were meant for scientific purposes. They're reinforced with small motors and electrically contracting artificial muscles to allow you to perform delicate work on the scale of one millionth of a meter. While they're definitely more suited to scientific experiments, they can be put to use in any situation that requires steady hands like aiming a rifle, conducting brain surgery, cooking, defusing a bomb, or even bypassing some redirection and shielding abilities.
Diagnostic Tools (Outlaw Star) 50: A small data display with numerous connectors and scanners, capable of letting you know what is wrong with simple technology and what advanced technology that has been programmed into it.
Class and Specialization (Mass Effect) 100: You will get enough training in your class to be considered an asset to any team. Not to the point of being a keystone. You are considered to be to a similar level when it comes to your specialization. Specializations are various apexes that can be reached. You also get a set of gear per your two choices. Class: Engineer Engineers are pure technology specialists. Although they lack the implants that most other classes wield, they make up for it with their high-spec military grade omni-tools, capable of bypassing shields and armor or incapacitating robotic targets and some synthetics. They can deploy combat drones to harass enemies. Specialization: Mechanic A more purely focus Engineer. From fighters and frigates to Mass Effect fields and automated machines, you know your way around and are aside fairly versed in mechanical theory. You might not know how to build something, but you can almost certainly figure it out with time.
Workshop (Bubblegum Crisis) 100:
You need tools? You have ALL the tools. Using this, you can effectively build and/or repair any damn thing in BGC, though constructing orbital shuttles might take a while. Nevermind getting ahold of the plans.
Apartment (Bubblegum Crisis) Free:
A run down, single-room apartment. Nothing special, but hey, it keeps the rain off. Don't worry too much about the rent.
Civilian Equipment Package (GUNNM/Battle Angel Alita) 100:
Cramped room in the Scrapyard, basic household belongings, clothing, one Heirloom Weapon for free. If you are employed, attached is enough space to setup a workshop, clinic, studio or whatnot.
Heirloom Weapon (GUNNM/Battle Angel Alita) Free with Civilian Equipment Package:
Everyone in the Scrapyard carries something. Yours is a lot better than most, something that an actual professional might carry. Firearms are illegal on penalty of death - but outside the Scrapyard anything goes. As an heirloom, it has seen hundreds of years of loving use and its craftsmanship compares very well to modern technology. To the right person, it could be worth a lot.
Cyber-doctor Equipment Package (GUNNM/Battle Angel Alita) 200:
As Medic, plus powered tools for cyborg disassembly and repair. Bulky diagnostic computer, ten kilograms of miscellaneous spare parts, very rare compact 3D fabricator capable of milling custom components and printing or repairing circuitry. Free Rocket Hammer.
Medic Equipment Package (GUNNM/Battle Angel Alita) Free with Cyber-doctor Equipment Package:
One clean blood-and-dirt-repellent jumpsuit, facemask, kit equivalent to a modern first responder's kit. Assorted drugs and painkillers, and a few roughly bound texts on mutant and human care.
Rocket Hammer (GUNNM/Battle Angel Alita) Free with Cyber-doctor Equipment Package:
A two-handed warhammer with chisel-shaped head mounting a rocket booster that activated by a switch on the shaft. It can be disassembled and comes with a rolling case and replacement parts. A rare weapon in the Scrapyard, while very difficult to control it performs superbly against heavy cyborg armour and is fully legal despite the firearms ban.
Single Style - T'ai Chi Chuan (GUNNM/Battle Angel Alita) Free:
Solid theoretical and practical experience of a single form of personal combat. In the wasteland, what martial arts survive are pragmatic descendants of old world teachings. In the Scrapyard however, there are genuine schools of combat, though they are often overlooked – most human styles are ineffective against the crudest cyborg brawler, and the emphasis is to strike fast and run away faster.
T'ai Chi Chuan –This art is rarely taken seriously, owing to its firm rooting in qigong breathing techniques and ideas about chi, internal balance and fluid control of defence and counterattacks that have little appeal to cyborg fighters. However many elements of it have influenced the most advanced cyborg combat styles, and the therapeutic version is popular enough with the elderly that the original forms survive.
Skyforge (The Elder Scrolls: Skyrim) 200:
An ancient, mysterious, eagle themed forge added to your warehouse. Any metal items crafted at the forge will be significantly harder and stronger for it. Something about the fires.
Standing Stone: The Lover (The Elder Scrolls: Skyrim) Free:
Those under the sign of the Lover learn all skills slightly faster than they otherwise would.
Hidden Hideaway / Laboratory (Valkyria Chronicles) 200:
You've come into possession of a small but out of the way safe-house, providing you with a place to rest and recuperate. This place has enough supplies for 9 people to live for a year or so. Those who have chosen the Scientist origin however, gain an upgrade to this building in the form of an underground laboratory. It is stocked with all the necessary tools and ingredients for a secret lab in the 1930's, along with a few scattered notes on what appears to be a figure surrounded in light.
Ragnite Container (Valkyria Chronicles) Free:
Ragnite is a valuable resource in Europa, and it is unlikely to appear in any other worlds. You receive a container that replenishes once per day. The free level gets you a box the size of a human head.
Garage (Fast and Furious) 100:
You have a nice garage and parts supply. With a few days and some elbow grease, you could basically rebuild your car or cars from the bottom up; you probably have enough parts to keep someone else's ride running or give it an upgrade, too.
The Vehicle (Fast and Furious) Free:
This object barely deserves the title of car, at least in your opinion. A Volkswagen Beetle, a Pinto, or a Yugo, this car technically meets all the criteria and is very cheap, but it would take a master mechanic and a driving god to let it rival even the worst other racers can bring to the table.
Hangar (Ace Combat) 100:
Sure you might be able to get a fighter plane… but where are you going to store it? You can't just leave your vehicle to the mercy of the elements, it would cause all manners of damage to the plane and then you might be really in a bind. That's why if you come out of this with a plane (or end up importing one) you can obtain a hangar bay which has the tools needed to keep the plane in good shape and can stand up to most forms of weather. It can even attach to a property or the Warehouse after your time here should it please you. For an undiscounted +100CP, this turns into an automated hangar bay with heavy arms and equipment to make repairing and moving the plane significantly easier.
Basic Flight Training (Ace Combat) Free:
If you couldn't fly before, you have a basic idea of how to fly a plane now. You know how to maneuver the joystick properly, which button fires the missiles, and how to properly land a plane without creating a multi-million dollar pile of scrap. It won't save you if you dive into a massive swarm of planes all by yourself, but you can learn.
Missile Surplus (Ace Combat) Free:
Well this is odd. Any plane you pilot seems to hold an unnatural number of missiles for its type, far more than it should. You're not sure where it's getting this many missiles, but you'll have to restock them if you run out. The same thing happens with special weapons, though you have to have a working model to attach if you want to swap it out. The standard number of missiles thanks to 'Missile Surplus' is 150 missiles on a plane, barring any differences depending on the description of the weapon.
Comm Chatter (Ace Combat) Free:
While an important part of war is knowing what your opponent is up to, sometimes it's good for puffing your ego up too. For whatever reason, your radio will occasionally catch communications being broadcast from the enemy. This can range from important information to wild surprise at your antics. Not too useful, but good for knowing how you're doing.
Flight Suit (Ace Combat) Free:
When taking off, an important requirement of being in a plane is a flight suit so that the G-forces don't make your organs explode. It sounds silly, but you'll be lucky you had it. So, have a nifty flight suit to help keep any pressure issues down while you're in the sky, on the house. It can come in any color you wish with a snazzy helmet to boot, ensuring that you're the most glamorous pilot in the sky.
4th Generation Fighter Plane (Ace Combat) Free:
These planes have been around for some time now, and as a result some would consider these particular planes to be outdated. It's not the most advanced machine in the sky, but it will get the job done when you need it. Whether it's an MiG-29OVT, an F-18, Su-27 or something else, you can be given a 4th Generation Fighter Plane to do your work and achieve what you need to achieve. Show them that the old ways still work.
Autocannon - Something of a standard on anything that flies in the air, autocannons or gatling guns on a plane's nose can help one shoot down enemy planes or other targets by unleashing a torrent of bullets upon whatever has the misfortune of being in front of your plane at the time. This option will grant a single gun with 1000 rounds.
Standard Missiles - One of the things that is noteworthy regarding just about any plane is the fact that they will carry missiles. The reason is obvious; you need more than just bullets. That's why you have a good supply of missiles, attached to your plane and ready to fire off the moment you achieve radar lock with your plane. It's simple, but it works. Sometimes that's all you need.
Flare Launch System - Flares are fairly important when it comes to aerial combat. After all, you are in enemy airspace. Enemies will want to shoot you with missiles. Ergo, having protection against missiles would be the smart thing to do. Radar-guided missiles can be duped easily, but infra-red missiles that track heat sources are a concern. Thus it is important for this flare countermeasure system to be equipped, allowing you to launch flares while you do a sharp turn and reduce engine power to dupe the missile into hitting the flare instead. It's not perfect… but it could be better than nothing.
Ejection System - You know the old saying of going down with the ship? Yeah, nuts to that. This isn't the navy, this is the Air Force. That's why there's ejection equipment for when your plane gets shot down, assuming said plane wasn't just instantly vaporized by whatever attacked you to begin with.
Advanced Materials Upgrade Kit (Light of Terra 4 - Lords of the Iron Line - Warhammer 40,000) 300:
Plasteel, adamantium, armourplas, synth-leather and other sophisticated materials are used for all sorts of purposes within the Imperium and are typically far more resilient than their archaic equivalents. Archaic styles of armor are seldom effective against advanced weapons, and rarely used in any case, but many of those who hail from primitive cultures favor the styles of wargear they are accustomed to. Wrought from plasteel and armourplas instead of bronze, iron and steel, a suit of chain or plate can be a quite effective defense, often the equal of more modern armors.
Workshop (Samurai Jack) 200:
A small base filled with all the equipment you'll need to work. This lab can be used for your choice of scientific or magical research.
Volcanic Forge (God of War) 300:
The Smith God's power is great, but it is not by his will alone that his works are forged. There is also his tools to consider, and with this you have one such tool. Attached to your Warehouse is a small volcano, a fiery beast that will never fade and never falter. Its power is great, reducing the time you need to break down metals and minerals, reworking them into new forms while increasing their quality and inherent strengths. Should you choose, you may also take a significant hit in forging time to experiment with different metals and minerals, melting and combining them to create a different, newer resource with one quality from the second object in question. Rise, craftsman. Rise and begin your work.
Tool Kit (Macross) 100:
Woah now, Sonny Jim! You don't expect to fix that machine with your bare fingers, do you? Don't go anywhere without the equipment you need to make sure that tech keeps on trucking! A handy dandy set of tools to accommodate for maintaining Variable Fighters. This will make things easier if you want to keep things in shape or just want to poke around and see what's inside!
Serene Sinatra (Macross) Free:
You're no slouch in the singing department, that's for sure. You may not be popular idol material, but no one's going to complain if you decide to sing along to a song or randomly bust out a tune with a voice like this. Who knows, maybe you could practice and get a little better?
Basic Training (Macross) Free:
Piloting a Variable Fighter can be pretty complex. There's all kinds of modes and maneuvers to worry about... with this, you won't have to worry so much. You'll know which button does what, and you won't end up turning into a mech when you need a jet. ...but I reserve the right to laugh if you mess up anyway
Space Suit (Macross) Free:
A futuristic, spandex space suit that will let you survive for 20 minutes in deep space. It's really more in case your vehicle gets stranded, but otherwise it's pretty darn cool looking.
Basic Variable Fighter (Macross) Free:
Your good ol' Fisher Price Veritechs! They may be the beginning, but they're classics and were the groundwork for future generations. Editions like the VF-1A Valkyrie (or its other variants), the YF-4, VF-2SS or the VF-4 Lightning III are made available for your stay here. It can transform in the atmosphere and operate in space, but it cannot reach escape velocity on its own. Comes with basic armaments and like all Variable Fighters can transform into a Jet, a Mech, or a 'middle' form called Guardian Mode.
Workshop: Woodworking (Warehouse) 100:
Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.
Armor-Shift Manufacture (Bloody Roar) 100:
A small machine - big enough to hold a massive pauldron or two - that gives any pieces of armor or clothing placed inside a specific quality: When their wearer changes form, the armor and clothing changes form with him / her.
Beast Change!: Inostrancevia (Bloody Roar) Free:
You can freely access your Zoanthrope form, becoming a monstrous humanoid that is a horrific combination of human and beast. Reptile, mammal, avian, amphibian, piscine, it does not matter what. If it existed in Earth's lifetime, you can choose it. (Yes, this includes Dinosaurs. No, it does not include microorganisms.)
Martial Artist: Muay Thai (Bloody Roar) Free:
Pick one martial art from Earth's history & various cultures. You now know the basics of this art, as well as a few of the more advanced moves. More beneficially, you know how to apply this martial art to your Zoanthrope form - and combine the two into a deadly style of combat. Wrestling forms and dances are also accepted if they can be theoretically used in combat.
Prismatic Laboratory (Fallen London) 400:
The principle of acute observation is light! And to that end, you have fashioned a workspace of lenses, liquids, critters and crystals to focus upon recreating a spectrum of lights fantastic. Ah, the impossible palette: those colours only seen in the Neath! You may not always produce something like it, but you will produce their inks and lenses in time.
St Andrew's Candle (Fallen London) Free:
That candle you had so long ago. It feels heavier now, perhaps it has fed upon your sins, perhaps it too has changed as you have. St Andrew's Candle no longer burns low, for indeed it resists all attempts to extinguish it. But in the case of your sudden and fatal injury, it flares in brilliant ignition, granting you ten more minutes of life and action as it burns itself down from wick to stub. It will not heal your injuries, but it will prevent new ones from forming. Should you survive and reverse your fatality, the candle will not and will only renew itself at the beginning of a new jump or after ten years post-spark. The light it gives is a true Neathy light, a reminder of your time in the Fifth City.
Connections: Hell (Fallen London) Free:
Those amber eyed Devils have taken a shine to you. From their Westernmost halls, to the Brass Embassy on Ladybones, there's not a tempter who doesn't know you. Their gifts include nevercooling brass, poisonous wine, masquerade invites, chemicals, and a few bottled souls that strayed away from the archives. Cannot take with Church.
They will send you gifts every fortnight as payment for some obscure service. Similar factions may be present in future jumps.
Connections: Rubbery Men (Fallen London) Free:
Ssaloshagosh? How do you spell that? They risk stonings and harsh glances as they make their way to your abode, but by some alien measure it is worth it. Their slimy packages reveal amber of various colours, tiny unusual skulls and pocket change from ancient cities. Cannot take with Revolutionary.
They will send you gifts every fortnight as payment for some obscure service. Similar factions may be present in future jumps.
Striker Artificer Toolkit (Strike Witches) 100:
Professional Quality Toolkit for sale. Never used. All the tools you need to make a Striker. Act Quick, Limited Stock. O'Malley's Tool Mart.
Defensive Sign "Directional Shield" (Strike Witches) Free:
All Strike Witches are trained to produce a 2 dimensional circle of energy a short distance directly in front of them which can deflect light attacks. You cannot fire a weapon through a shield.
First Generation Striker (Strike Witches) Free:
A basic propeller driven Striker unit. Very agile but unable to break the speed barrier. Fighter
The Alchemy Machine (Shivers) 400:
Created by the legendary alchemist Louis Garcon, this mysterious machine combines modern science with principles passed down from ancient Egyptian times. Should you have any alchemic ability or knowledge, using this machine will not only drastically enhance the potency of anything you create, but also significantly boost the output. Careful experimentation may even let you learn to automate the alchemic process, allowing the machine to produce indefinitely if provided with supplies. Without such knowledge, though, expect significantly more experimentation before you achieve anything of note.
Workshop: Science (Samurai Jack) 200:
A small base filled with all the equipment you'll need to work. This lab can be used for your choice of scientific or magical research.
Launderer System (No More Heroes) 400:
You gain a new thing to place in your warehouse, and though you don't exactly know how it works the instruction booklet says it can construct beam katanas of all different styles and usefulness if given the right components- or if you don't have those, shoving the right raw ingredients in enough quantity to just manufacture the damn things. With enough technical knowledge, you will be able to discard the manual.
The Clothes (No More Heroes) Free:
You wouldn't make the cover of a magazine, but you can make too many belts work with these pieces.
That Sword (No More Heroes) Free:
You have a basic beam katana, and by basic I really mean it's a piece of shit. It may have a guide bar if you're into those, though.
Crucible of Eight Trigrams (Journey to the West) 500:
A big ass crucible that can render down *most* objects into their base components. Magic and enchantments can be removed this way and used for later experiments, although this will take some time to accomplish and is not an exact science. You can't use it to break down living creatures.
Lathe-Wrought Armour Plating Kit (Light of Terra DLC 4 - Lords of the Iron Line) 400:
The astronomical and gravitational alignment of the Lathe worlds creates the conditions for the production of metal alloys of rare and singular properties. Lathe armour plating is strong and light, flexible enough to withstand the most powerful blows, and even resistant to intense heat or the crackling edge of a power weapon. The cost and rarity of such an upgrade is beyond the means of most individuals, with maybe only half a dozen sets of Lathe-wrought armour upgrade kits constructed in a decade, each created under commission for a specific wearer.
Workshop: Clothing (Personal Reality Supplement) 100:
Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.